gruenesschaf wrote: ↑Tue 14 Aug 2018 2:52 PM
heardstheword wrote: ↑Tue 14 Aug 2018 2:31 PM
I'm offering a reason, but no one seems to take it. Is it truly an artificial barrier to prevent the crafting economy from over-saturation? Do we want longer craft times to have less people crafting? It's the only valid reason I have come up with for craft times.
Yes.
Like I wrote before implementing the /craftqueue commands, I personally can find nothing on how to make crafting in DAoC attractive without changing it entirely, it's literally staring at a bar and watching it go from left to right.
It's imo a stupid system but it is just the way it is. The time sink prevents a lot of people from even starting to craft which is desirable, crafting would be meaningless if literally everyone had everything legendary, nobody would sell anything.
This totally makes sense. However, I dare to question the agenda of reproducing
that aspect of live-like DAoC. Is changing crafting a bit / massively / entirely out of the question? Would people be scared away by such custom changes? I am asking honestly, no sarcasm inteded. And is it really necessary to entirely redoing everything?
I am convinced that there are other, more pleasant ways of incentivizing trade as well as making legendary crafters something rare and special without letting down people who just want to get a decent (not perfect) temp quickly and jump into RvR as soon as possible.
You already added custom stuff like feathers, tears and ash. This is a very welcome change and as far as I can see, people are not scared away at all, but rather welcome these changes. Wouldn't it be possible to go some steps further and rather add custom resources as a requirement for high end items which are necessary for leveling up crafting towards legendary? Those resources would also slow down overall progress and make legendary crafters rare. The difference is that you (the devs) decide
how those resources can be acquired. Thus they can be attached to a fun activity - like RvR, but other PvE activities are also an option. I wrote down something like that in another post ( https://playphoenix.online/viewtopic.php?f=10&t=1613 ), however that is only one vision out of many possibilities. The crafting system would still be almost the same, crafting itself would be fast, but reaching LGM still would be tied to effort not everyone is willing or able to invest. The result would be similar - only few LGM crafters and there is an incentive to trade things in HZ.
The only difference would be that players who do something interactive are rewarded ... not those stubborn enough to grind through progress bars.